Just a note that we are making progress on the Medieval Homepage. We've identified a number of sub pages that will grab information directly form the game, such as a new ranking ladder, clan page and more. As previously indicated, an auction will be developed that will work hand in hand with this home page.

The home page will have its own web address - TBA.

Expected release date will be in about 2 weeks.

In other thoughts about this game, we've noticed some of the stats going way up. Such as food, wood and gold. We might be inclined to slow down the rate of resource distribution. Every hour is equal to 1 month and some researching on new skills can take as much as 14 months. However, some attacks can occur in as little as 4 months. This does not give much advanced warning to people that occasionally come on every 24 hours.

So with that said, we might change the time of 1 month to 4 hours, allowing for 6 months to occur in a 24 hour period. Post your feedback on this.

Also note that game resets are a possibility in the future. Not planning on doing one any time soon or in the future, but if it becomes necessary it is a possibility.

Well, thats it for the update. Please remember to keep your cool in the game and don't use the PM message system of Celtic Radio to communicate with enemy clans or Kingdoms. That should be done with the in game mail system.

I think once we come out with the homepage of MK, then the games purpose and the gameplay will become alot clearer and more fun!

Also note that game resets are a possibility in the future. Not planning on doing one any time soon or in the future, but if it becomes necessary it is a possibility.

Just throwing in my opinion here, but...I think you'll find that resets are a good thing for several reasons. First, the game will become rather boring for current players after about three months. By that point, there will most likely be a clear-cut "leading group" and anyone not a part of this will have little or no chance of getting anywhere. More on this later. *Second, it's very intimidating to newcomers to join a game where most of the other players have fully developed kingdoms. They know they don't stand a chance.Third, I already sent you a few PMs with game balance bugs. Once these and any bugs other may have reported have been cleared up, a reset should be done to "level the playing field."Fourth, since there's a fixed maximum amount of gold distributed per tick, established kingdoms are getting the "lion's share" of distribution. This doubles the disadvantage faced by newcomers- we're big, we have armies, and the new guys don't get much in the way of resources to build up with.

* On to the "more" part. I have a few suggestions.I know you recently changed it so that there are 20 lords/kingdom instead of the default ten. While I agree that a change from the default is a good idea, I think this is the opposite direction.Compared to other games using the same engine, we have very few players- between 30 and 35 active. Others such as MineWars have hundreds. They also do resets every ten weeks, probably for the reasons mentioned above.Anyway, with 30-35 active players, and 20 players/kingdom we'll end up with two kingdoms. For this, I would recommend 7-8 players/kingdom. Changing the votes needed for kingdom leader to 3-4 from the current six would be recommended as well.I also think that a smaller max number of players/clan is also a good idea for the same reason. Allowing even 10 people per clan means we'd have 3-4 clans in the game. For this, I would suggest 5-6 players/clan. Both of the above would help to split people up further, encouraging conflict and having the side effect of handling part of the resource distribution problem you noted above.

Some of the flaws I reported to Mac via PM:Buildings should be worth score points. 1 gold mine brings in more resources than 1 gold miner, yet the worker adds to score and the mine does not.

Workers should be worth less score points, military units should be worth more. Score difference between attacker and defender determines whether the attack is allowed or not. Right now, the deciding factor is how many workers the defender has- not how powerful their army is. Some of you commented on me dropping over 5,600 points in one day- simple. I unassigned the bulk of my workers. This decreased my resource income by a mere 10%, but made it so my score was low enough that 4 of the 5 people who were attacking me- were no longer allowed to do so due to game mechanics. My army strength didn't drop- to the contrary, it rose- but my foes could no longer attack me. Yet I was still allowed to attack them, with no chance of retribution. (before you ask, I only sent out 1 attack with my score lowered- just to be certain it was allowed) Based on how I see a few others playing, I'm not the only person doing this either.Right now, score is determined by the number of workers a person has- not by how tough they are.

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In other thoughts about this game, we've noticed some of the stats going way up. Such as food, wood and gold. We might be inclined to slow down the rate of resource distribution. Every hour is equal to 1 month and some researching on new skills can take as much as 14 months. However, some attacks can occur in as little as 4 months. This does not give much advanced warning to people that occasionally come on every 24 hours.

So with that said, we might change the time of 1 month to 4 hours, allowing for 6 months to occur in a 24 hour period. Post your feedback on this.

Right idea, wrong implementation IMO.The research in this example right now takes 14 hours (real-time). With the proposed change, it would take 56 hours. If this were implemented, since you can only research 1 area at a time, I bet all of us would still be researching new technologies.... I better idea IMO would be to increase how long it takes an army to march. I wouldn't recommend going above 10 hours- otherwise a defender could train hordes of forces before the attacker arrived.Maybe a better balance would be to do 1 "tick" every two hours, and also set armies to take 8-10 "ticks" to reach their destination. That way, the game would still move at a decent pace, and with 16-20 real-time hours' warning on attacks, those who don't play often stand a good chance of being made aware of the attack before it arrives.

-Bob

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I have two modes: wiseass and dumbass. Mode is determined by current blood alcohol level.

Drinking is a sport. In order to be competitive, you must practice on a regular basis. Although you can practice alone, it is much more fun to practice with friends. If you're out of shape and practice too hard, you will regret it the next day.

In other thoughts about this game, we've noticed some of the stats going way up. Such as food, wood and gold. We might be inclined to slow down the rate of resource distribution. Every hour is equal to 1 month and some researching on new skills can take as much as 14 months. However, some attacks can occur in as little as 4 months. This does not give much advanced warning to people that occasionally come on every 24 hours

I think things are fine the way they are. Any slower and it won't be worth the time!

I just started playing a few days ago so I am in the researching/resource gathering phase and all though I don't check up too often I would agree with other replies that slowing it down too much would make it difficult to fully enjoy the game, waiting a day just research farming for example seemed lengthy enough.

As for resets, having just started, so I wouldnt particularly like having to go through the beginning process again too soon. If you do have to reset would it be all players or would it be done on a size/age of kingdom basis?

It has been fun so far though!

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"May those who love us, love us. And those who hate us, may God turn their hearts. And if he doesn't turn their hearts, may he turn their ankles so we'll know them by their limping." -Celtic Proverbs

Grateful am I to have a sword in which to defend myself at all times, blessed am I for the days I need not use it.

It's not completely done, such as King Arthur's Auction has not been built yet. But we've got some nice pages drawing right off the gaming database to show the most powerful Kingdoms, Clan Ranking Pages and Country Pages.

Links to the most recent posts, all of your stats in a handy little box on the top left. Think we are going to expand the King or Queen to include both the #1 Ranked Clan and Country.

I think we should be completely finished by this week - the biggest project left is the Auction System.

Once we get the Home Page completed we will start to work "In-Game" on enhancements, fixes, tweaks and other suggestions.

wow, what a nice surprise! I've been out of town for a few days and when I check back in I get this nice new homepage...I like it!!! now I just need to get started building a kingdom. I'm waiting on King Arthur